Science & Technology
AMD’s FSR 3.1 upscaling tested: improved over FSR 2 but DLSS and XeSS are still ahead

Technology tamfitronics

Improvements are evident, but core issues remain.

Technology tamfitronics ratchet and clank pictured in front of a logo for AMD FidelityFX
Image credit: Digital Foundry

Following the recent release of AMD’s FSR 3.1 image reconstruction and frame generation technology, developer Nixxes has updated its recent Sony PC ports to add support for the new version. We’ve tested it to discover what improvements it offers over the initial offering and how FSR 3.1 compares to other image reconstruction techniques from Intel and Nvidia. Has the gulf in quality between machine learning-based solutions and the compute-driven FSR closed up? Is AMD now competitive?

The two promised major improvements to FSR 3.1 are straightforward to explain: the spatial temporal upscaler now produces higher-quality results, while the frame generation aspect is now decoupled from upscaling, allowing FSR 3 frame generation to be used with any image quality treatment (eg DLSS, XeSS or no AA at all). The latter is a great move, as it allows users of older RTX or Intel cards to benefit from frame generation while using their preferred image reconstruction technique.

Our focus today is on the improvements to image reconstruction, which are most obviously shown in the video embedded below. We selected 1440p balanced mode as it’s the most interesting test case for image reconstruction and is the fastest-growing resolution for PC gaming as evidenced by the Steam Hardware Survey. We’ve seen quality issues with FSR’s 1440p balanced mode in the past, especially in comparison to the largely excellent 4K quality mode, so it will be interesting to see whether AMD has made headway in this more challenging scenario.

Here’s Alex Battaglia with the full video version of this FSR 3.1 article. Temporal stability is difficult to show with still images, so we recommend viewing the video to best see how AMD’s image reconstruction now compares to DLSS and XeSS. Watch on YouTube

As the Marvel’s Spider-Man titles and Horizon: Forbidden West both use a dynamic time of day which can make comparisons difficult, we’ve opted to focus the bulk of our testing on Ratchet and Clank: Rift Apart and starting with a still camera shot, something that AMD specifically references in its blog post on the FSR 3.1 changes, it’s clear that the previous version of FSR has room for improvement. One notable issue is that SSAO (screen space ambient occlusion) often appears to flicker. With FSR 3.1, this is indeed improved, with the flickering reduced – if not entirely eliminated – and the image appearing more stable over time.

Another improvement is evident where sunlight bouncing off of small metal elements in the ground, which causes flicker in FSR 2.2. This issue is subtly different than the previous example, as it’s caused by the subpixel jittering inherent to FSR. (FSR samples from slightly different pixels each time, so one frame might include the point of sunlight, while the next might not. This causes the sunlight to be shown on alternate frames, leading to the flickering appearance.) Again, with FSR 3.1 the flicker still occurs, but its speed and intensity has been reduced, making it less obvious. We see similar improvements with background detail like trees, hand rails and building elements.

The same Ratchet and Clank shot also exhibits less pixelation in quickly-moving objects in FSR 3.1 versus 2.2, something we also noticed in FSR 3.1 previews of Horizon Forbidden West. Aliasing issues persist, but it’s a tick better than it was before.

Technology tamfitronics fsr frame generation combined with other upscalers
FSR frame generation can now be combined with DLSS, DLAA, XeSS or no AA at all, opening up options particularly for those on older Nvidia RTX or Intel GPUs. | Image credit: Digital Foundry

Another slight improvement is with some objects that lack motion vectors, such as the confetti falling from the sky in the same parade scene. Here the trails behind the individual pieces of confetti are reduced, though they’re still undersampled and whispy in FSR 3.1 – making them almost disappear as a result. This can be shown with a comparison to 4x supersampling, where smaller individual confetti bits are visible with supersampling engaged but invisible with FSR.

Altogether, FSR 3.1 typically exhibits less subpixel flicker in still shots and less pixelation for objects in motion, though that difference is more slight and some particle effects lacking motion vectors disappear.

Elsewhere, other outstanding issues remain unsolved. RT reflections in Rift Apart continue to have flickering issues with the latest version of FSR, making the technique hard to recommend in many scenes with RT enabled. Most moving particles also exhibit a blocky look with obvious ghosting. The largest issue is still image stability, with edges that become aliased when moving, pixelation of certain elements and fizzles behind moving objects. Here, AMD is still noticeably behind the efforts of Nvidia and Intel.

Technology tamfitronics FSR 3.1 vs 2.2 vs 4x SS, showing invisible confetti
Objects that lack motion vectors, such as confetti in this scene, feature reduced trails with FSR 3.1 – yet comparisons with a 4x super-sampled image reveal that some confetti in the scene is disappearing with either FSR version engaged. | Image credit: Digital Foundry

When looking at FSR in comparison to XeSS and DLSS, it’s clear that there’s more fizzle occuring and the general look of aliasing changes frame-by-frame. This is due to a combination of elements: objects that move with FSR tend to have a blown-out pixelated look to them that is generally not well anti-aliased, making them look lower-res than the same objects with DLSS and XeSS. Disocclusion fizzle also remains with FSR 3.1, where areas uncovered by foreground movement exhibit oversharpening halos. This is visible frame by frame, and over time contributes to an impression that moving objects are lower resolution than static elements. It’s a similar story with particles, which look to have nearly non-existent anti-aliasing and reconstruction, so they look very low resolution.

Particle effects show off a general issue that FSR 3.1 still exhibits: transparencies or anything without good motion vectors are seemingly bereft of improvements from FSR, while DLSS in contrast still manages to increase their resolution and prevent aliasing. Large objects tend to look more pixelated with FSR, while smaller objects such as the confetti can disappear altogether – something that doesn’t happen with either XeSS or DLSS.

Other objects that lack good motion vectors show similar issues, such as Ratchet and Clank’s diagetic HUD elements. For example, weapon buy menus are projected onto a surface in the world, and FSR has trouble differentiating between the 3D element and the surface it is on, leading to a smeared and aliased result. By comparison, DLSS does manage to provide good anti-aliasing and lacks that smeared look.

This comparison to XeSS, or in particular DLSS, shows that FSR 3.1 still has room for improvement. Even areas of FSR 3.1 that improved, such as still image stability, still don’t match what’s possible with DLSS and XeSS. Core issues therefore remain, encapsulating moving objects, revealed backgrounds, objects lacking motion vectors, particles, and more.

As these issues were evident from the first showings of FSR 2 over two years ago and still have not been solved, despite not being evident in competing techniques, it’s clear that there’s potential for more substantial FSR changes. Perhaps a change in technique is warranted, with the machine learning used by Intel and Nvidia being an obvious avenue for exploration. Given how Sony is reportedly using machine learning for their PSSR image reconstruction on PS5 Proit seems like they got the memo. Beyond this, Epic’s work with TSR shows that machine learning isn’t an absolute requirement for good upscaling results, so perhaps AMD can draw some inspiration from Epic’s techniques in the meantime.

Based on our testing, while FSR 3.1 has improvements over the previous version, particularly in terms of detail stability while the camera is still, core issues unfortunately remain. Ultimately, I think the technique needs to be advanced in a new direction, as proven by rival offerings XeSS and DLSS, if AMD wants to remain competitive in this space. As things stand, the hierarchy of quality persists: FSR at the bottom, XeSS in the middle and DLSS at the top.

Science & Technology
JPMorgan Chase CEO Jamie Dimon Wants People to ‘Stop Talking’ About AI: ‘It’ll Help You Do Your Job Better’

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JPMorgan Chase CEO Jamie Dimon appeared on “This is Working” with LinkedIn Editor-in-Chief Dan Roth on Thursday to discuss the future of the financial workplace, including his opinion on how AI will alter work as we know it.

Though business leaders and CEOs differ in their sentiments regarding the technology, Dimon is all in.

Related: JPMorgan Chase CEO Jamie Dimon Worried About ‘Stagflation’

“I think people should stop talking about it. It’s huge, and what we do is we’ve embedded all of our businesses,” the CEO said, estimating that JPMorgan would be increasing its number of AI projects by 400 each year. “It is unbelievable for marketing, risk, fraud. It’ll help you do your job better, so, huge productivity tool.”

Dimon said he believed AI would eliminate jobs at JPMorgan, especially in customer service, but also noted it should add jobs too, making it a “net net” investment.

Dimon made similar comments in April in JPMorgan’s Annual Shareholder letter.

Dimon told investors then that the technology was “increasingly driving real business value” across a slew of projects that spanned areas of marketing, fraud, and risk and that though the usage of such technology might lead to a reduction in “certain job categories or roles”, JPMorgan plans to “aggressively retrain and redeploy” employees if affected by incoming changes to their field or positions by AI.

Related: JPMorgan’s Jamie Dimon Says AI Leads to 3.5-Day Work Week

“While we do not know the full effect or the precise rate at which AI will change our business — or how it will affect society at large — we are completely convinced the consequences will be extraordinary,” he wrote.

JPMorgan Chase had a strong Q2 2024, with earnings reaching $18.15 billion at a 25% year-over-year increase and revenue that jumped 20% to $50.99 billion.

Dimon’s net worth as of Friday afternoon was an estimated $2.3 billion.

Science & Technology
New Technology Could Replace Space Suit Diapers for Astronauts

Technology tamfitronics One of the most frequent questions astronauts get asked is, how do you go to the bathroom in space? For decades, their reply has been the same icky answer: they essentially soil their suits.

Astronauts in transit (space stations have more sanitary solutions — but even those can sometimes go awry) have long depended on what are essentially adult diapers to absorb their urine. For short missions, this is merely uncomfortable, and just a bit gross. But for longer journeys — like, perhaps ones planned to Mars — this approach can cause health problems, including serious rashes and urinary tract infections (UTIs).

A team of Cornell University engineers have developed a healthier, more comfortable approach: a system that collects and filters the urineaccording to a report in Frontiers in Space Technologies.

Technology tamfitronics Space Diaper Alternative

The new technology not only protects the user from urine, it transforms the liquid waste into drinkable water. That sustainable approach lessens the need for astronauts to carry drinking water and also reduces the need to store, transport, and return urine back to Earth.

The system collects the urine in a cup that covers the wearer’s genitals, vacuums it through an external catheter and directs it into an osmosis system that transforms the urine into filtered water.

An undergarment constructed from multiple layers of flexible fabric holds the fitted silicon cup in place. The cup is lined with a nylon-spandex blend, which draws urine away from the body and towards the inner cup’s inner face. A moisture sensor then activates a pump to move the urine from the cup into the filtration system.

Astronauts have long complained about what NASA calls its Maximum Absorbency Garment (MAG) – a multi-layered adult diaper made of superabsorbent polymer. The MAG has been in use since the late 1970s.

“The MAG has reportedly leaked and caused health issues such as urinary tract infections and gastrointestinal distress,” Sofia Etlina research staff member at Weill Cornell Medicine and Cornell University, and the study’s first author, said in a statement.

“Additionally, astronauts currently have only one liter of water available in their in-suit drink bags. This is insufficient for the planned, longer-lasting lunar spacewalks, which can last ten hours, and even up to 24 hours in an emergency,” said Etlin.


Read More: How Astronauts Go to the Bathroom in Outer Space


Technology tamfitronics High-Tech Backpack

Longer voyages — like the planned Artemis II mission to the Moon — would be safer and more comfortable for astronauts if they had better waste management systems. A crewed mission to Mars, which is expected in the early 2030s, almost necessitates one.

While the cup and tube provide the collection for the system, a high-tech backpack contains the filtration system. Reverse osmosis removes the water from the urine, then a pump separates the salt from the remaining water. The purified water is then enriched with electrolytes and pumped into an in-suit drink bag, ready for consumption. Collecting and purifying 500ml of urine takes only five minutes.

The design will first be piloted in simulated conditions, then tried during actual spacewalks.

“Our system can be tested in simulated microgravity conditions, as microgravity is the primary space factor we must account for,” Christopher Masonan Emory engineer and the study’s lead author, said in a statement. “These tests will ensure the system’s functionality and safety before it is deployed in actual space missions.”


Read More: Why These 6 Items Are Not Allowed in Space


Technology tamfitronics Article Sources

Our writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:


Before joining Discover Magazine, Paul spent over 20 years as a science journalist, specializing in U.S. life science policy and global scientific career issues. He began his career in newspapers, but switched to scientific magazines. His work has appeared in publications including Science News, Science, Nature, and Scientific American.

Science & Technology
Could China’s ‘intelligent’ 6G experiment signal the way to next-generation technology?

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Could China’s ‘intelligent’ 6G experiment signal the way to next-generation technology?

The team from Beijing University of Posts and Telecommunications said they achieved the goal through “intelligent integration” in an experimental network described by state news agency Xinhua as a world first.

The network also achieved a remarkable tenfold improvement in key communication metrics, including capacity, coverage and efficiency, the report quoted the team as saying.

The International Telecommunication Union, an agency under the United Nations, says 6G could promote the growth of a range of advances, allowing communication to be immersive and connectivity universal.

But with existing communication technology reaching its theoretical bandwidth limit, there are a series of big problems that have to be overcome.

These include the difficulty of increasing capacity, the high cost of coverage, and high energy consumption.

The usual approach to overcoming these constraints is to stack more resources to increase the performance of a communication network. However, this also dramatically increases the complexity of the network.

01:44

China has built 6 times the number of 5G towers in 3 months than the US has installed in 2 years

China has built 6 times the number of 5G towers in 3 months than the US has installed in 2 years

Unveiling his team’s research at a conference in Beijing on Wednesday, university professor Zhang Ping said that to break new ground in the field, technology had to shift from “stacked innovation” to “disruptive innovation”.

In this case, the innovation was applying the emerging technology of “semantic communication”, an intelligent system that transmits meaning rather than just data. Researchers see potential for the technology to make transmission systems more efficient and cut the cost of information processing.

According to the Xinhua report, the experimental network by the Chinese team showed that semantic communication could achieve 6G transmission abilities on existing 4G infrastructure.

Zhang said the deep integration of communication and intelligence was “an important direction” in the evolution of communication technology.

Artificial intelligence would transform communication, and 6G would also promote the accelerated development of AI, he reportedly said at the conference organised by the China Institute of Communications.

“AI will improve the perception and semantic understanding of communication, while the ubiquitous communication of 6G will in turn extend the reach of artificial intelligence to all corners of all fields,” Zhang was quoted as saying.

“The integration of the two will accelerate the formation of new business forms of the digital economy.”

01:12

6G mobile transmission technology 10-20 times faster than 5G reached in Chinese lab

6G mobile transmission technology 10-20 times faster than 5G reached in Chinese lab

In February, the United States and nine other nations set out a set of principles for 6G communication systems, including that they are developed with “trusted technology that is protective of national security”.

Japan plans to establish key technologies around 2025 and begin offering “beyond 5G” communication services by 2030, in partnership with companies like NTT Docomo and Sony.

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